Carved Tenacity
Requires: Level 60
Helmet
- Enemies have no Critical Damage BonusCritical Damage BonusMultiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage). for 4 seconds after you BlindBlindBeing Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified. them
Gloves
- Enemies you Critically Hit get 100% reduced Life Regeneration Rate for 4 seconds
Boots
- Your speed is UnaffectedUnaffectedDebuffs you are Unaffected by can still be placed on you, but will not actually apply their effect. by SlowsSlowSlows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed. while Sprinting

- Group
- Idol
- Required level
- 60
- Sockets into
- Helmet, Gloves, Boots
About Carved Tenacity
Carved Tenacity is a Idol in Path of Exile 2 that you socket into equipment, requiring level 60.
Game terms used here
Definitions from the game’s own keyword tooltips.
- Critical Damage Bonus
- Multiplies the damage dealt by Critical Hits. Default value is +100% (i.e. twice as much damage).
- Blind
- Being Blinded causes 20% less Accuracy Rating and Evasion Rating, and lasts for 4 seconds unless otherwise specified.
- Unaffected
- Debuffs you are Unaffected by can still be placed on you, but will not actually apply their effect.
- Slow
- Slows are modifiers from Debuffs that cause actions to take longer. Slows can apply to a specific stat (such as attack speed or movement speed) — if a specific type of slow is not specified, it applies to everything the affected entity does. Slows are always multiplicative with each other. Higher Rarity enemies are less affected by Slows: 15% less Slow effect on Magic monsters 30% less Slow effect on Rare monsters 50% less Slow effect on Unique monsters Additionally, Slows have 10% less effect on all monsters for each player in the area beyond the first and monsters cannot be slowed below 25% of their base speed.







